Jakaw Razorbeak

Chukka Bloodbeak's page

126 posts. Organized Play character for Pedwiddle.


Full Name

Chukka Bloodbeak

Race

Tengu

Classes/Levels

Swashbuckler (Inspired Blade) 2 [ HP 7/18 | AC 18/14T/13FF | Fort +0, Ref +7, Will +0 | Init +4 | Perception +7 | Panache 3/3 remaining | Charmed Life 3/3 remaining ]

Gender

Male

Size

M

Special Abilities

Deeds, Panache, Swashbuckler Finesse

Alignment

CG

Strength 13
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 10
Charisma 14

About Chukka Bloodbeak

PFS #: 70085-12

Crunch:

EXPERIENCE
XP: 5
Prestige/Fame: 8/10

COMBAT
HP: 18 (1 - 10+1, 2 - 6+1)
Init: +4 (4 (Dex))
AC: 18 (Touch: 14, Flat-footed: 13) (+4 Dex, +3 Armor, +1 Shield)
Fort: +0, Ref: +7, Will: +0
BAB: +2
CMB: +3 (2 (BAB) + 1 (Str))
CMD: 17 (10 + 2 (BAB) + 1 (Str) + 4 (Dex))

ATTACKS
Melee
Bite (+3 to hit, 1d3+1 (B/P) damage, x2 crit.)
Claw (+3 to hit, 1d3+1 (B/P/S) damage, x2 crit.)
Masterwork Rapier (+8 to hit, 1d6+4 (P) damage, 18-20/x2 crit.)

Ranged
Masterwork Composite Longbow (+1 Str) (+7 to hit, 1d8+1 (P) damage, 110' range, x3 crit.)

Racial and Class Features:

RACIAL FEATURES
Claw Attack: Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats.
Glide: Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls.
Natural Weapon: A tengu has a bite attack that deals 1d3 points of damage
Senses: Tengus have low-light vision.
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.

CLASS FEATURES
Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Inspired Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Rapier: Each time the swashbuckler confirms a critical hit with a rapier, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Feats, Traits, Skills, and Boons:

FEATS
Fencing Grace: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size.

In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
Weapon Finesse (Rapier only): With a rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (Rapier): You gain a +1 bonus on all attack rolls you make using the selected weapon.

TRAITS
Black Powder Bravado: You are particularly successful when using deeds. Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.
Criminal (Disable Device): You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

SKILLS - Current ACP: -1
Acrobatics*: 9 (2 + 3 (Class Skill) + 4 (Dex)) (ACP)
Appraise: 1 (0 + 1 (Int))
Bluff*: 2 (0 + 2 (Cha))
Climb*: 1 (0 + 1 (Str)) (ACP)
Craft*: 1 (0 + 1 (Int))
Diplomacy*: 2 (0 + 2 (Cha))
Disable Device*: 7 (2 + 3 (Class Skill) + 1 (Int) + 1 (Trait))
Disguise: 2 (0 + 2 (Cha))
Escape Artist*: 4 (0 + 4 (Dex)) (ACP)
Fly: 4 (0 + 4 (Dex)) (ACP)
Heal: 0 (0 + 0 (Wis))
Intimidate*: 7 (2 + 3 (Class Skill) + 2 (Cha))
Knowledge (Local)*: 5 (1 + 3 (Class Skill) + 1 (Int))
Knowledge (Nobility)*: 5 (1 + 3 (Class Skill) + 1 (Int))
Perception*: 7 (2 + 3 (Class Skill) + 0 (Wis) + 2 (Racial))
Perform*: 2 (0 + 2 (Cha))
Ride*: 4 (0 + 4 (Dex)) (ACP)
Sense Motive*: 0 (0 + 0 (Wis))
Sleight of Hand*: 4 (0 + 4 (Dex)) (ACP)
Stealth: 6 (0 + 4 (Dex) + 2 (Racial)) (ACP)
Survival: 0 (0 + 0 (Wis))
Swim*: 1 (0 + 1 (Str)) (ACP)

BOONS
Dragonkiller: You defeated Aralantryx, the Shadow Lodge's enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet.
Snowmask Induction: You allied with the Snowmask Clan and returned Jedrek's Shard to its place of honor beside Ranulf's body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.

Deeds:

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 50 lbs.
Medium Encumbrance: 51-100 lbs.
Heavy Encumbrance: 101-150 lbs.

GEAR
Traveler's Outfit (5 lbs.)
Masterwork Chain Shirt (20 lbs.)
Masterwork Buckler (5 lbs.)
Masterwork Rapier (2 lbs.)
Masterwork Composite Longbow (+1 Str) (3 lbs.)
- Arrows, Blunt (20) (3 lbs.)
- Arrows, Cold Iron (20) (3 lbs.)
- Arrows, Cold Iron (Adamantine-blanched) (10) (1.5 lbs.)
- Arrows, Cold Iron (Silver-blanched) (10) (1.5 lbs.)

Backpack (2 lbs.)(Total: 19 lbs.)
- Bedroll (5 lbs.)
- Blanket (3 lbs.)
- Grappling Hook (4 lbs.)
- Iron Pot (4 lbs.)
- Mess Kit (1 lb.)
- Rope, Silk (50') (5 lbs.)
- Trail Rations (4 days) (2 lb.)
- Waterskin (4 lb.)

Belt Pouch (.5 lbs.)(Total: 10.5 lbs.)
- Masterwork Thieves' Tools (1 lb.)
- Wand of Cure Light Wounds (50/50 charges remaining) (- lbs.)
- Money (1225gp 4sp)

Appearance:

DESCRIPTION

PHYSICAL CHARACTERISTICS
Height: 4'10"
Weight: 95 lbs.
Feathers: Black
Eyes: Blue

Background:

Chronicles:

2015-02-16 - Scenario #51: The City of Strangers, Part I: The Shadow Gambit
Awarded: 1XP, 2PP, 512GP
Spent:
- Retrained equipment

2015-04-12 - Scenario #52: The City of Strangers, Part II: The Twofold Demise
Awarded: 1XP, 2PP, 507GP
Spent: (325gp 4sp remaining)
- Retrained equipment (MW Chain Shirt, MW Buckler, MW Rapier, Backpack, Bedroll, Belt Pouch, Blanket, Grappling Hook, Iron Pot, Mess Kit, Silk Rope (50'), Masterwork Thieves' Tools, Trail Rations (4 days), Waterskin)

2015-05-31 - Scenario #2-15: Shades of Ice, Part I: Written in Blood
Awarded: 1XP, 2PP, 500GP
Spent: (214gp 4sp remaining)
- Masterwork Composite Longbow (+1 Str) (500gp)
- Arrows, Blunt (20) (2gp)
- Arrows, Cold Iron (40) (4gp)
- Weapon Blanch, Adamantine (100gp)
- Weapon Blanch, Silver (5gp)

2015-07-26 - Scenario #2-17: Shades of Ice, Part II: Exiles of Winter
Awarded: 1XP, 2PP, 503GP
- Boon: Dragonkiller
Spent: (717gp 4sp remaining)

2015-08-28 - Scenario #2-19: Shades of Ice, Part III: Keep of the Huscarl King
Awarded: 1XP, 2PP, 508GP
- Boon: Snowmask Induction
Spent: (1225gp 4sp remaining)

Future Development:

Level 1 - Deeds, Inspired Panache, Inspired Finesse
- Fencing Grace
Level 2 - Charmed Life (3/day)
Level 3 - Deeds, Nimble +1
- Power Attack
Level 4 - Bonus Combat Feat
- Weapon Specialization (Rapier)
Level 5 - Rapier Training +1
- Combat Reflexes
Level 6 - Charmed Life (4/day)
Level 7 - Deeds, Nimble +2
-
Level 8 - Bonus Combat Feat
- Weapon Focus, Greater
Level 9 - Swashbuckler Weapon Training +2
-
Level 10 - Charmed Life (5/day)
Level 11 - Deeds, Nimble +3
-
Level 12 - Bonus Combat Feat
- Weapon Specialization, Greater (Rapier)

Macros: